DRG-Femboy-Voice/Source/FSD/Public/ElectroBeam.h
2025-04-15 12:39:31 -07:00

118 lines
3.8 KiB
C++
Executable file

#pragma once
#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "GameFramework/Actor.h"
#include "Engine/NetSerialization.h"
#include "Templates/SubclassOf.h"
#include "ElectroBeam.generated.h"
class UAudioComponent;
class UCapsuleComponent;
class UHealthComponentBase;
class UParticleSystemComponent;
class USceneComponent;
class UStatusEffect;
UCLASS(Abstract, Blueprintable)
class AElectroBeam : public AActor {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UCapsuleComponent* collider;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TArray<AActor*> ParentPlants;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FVector LocationOffset;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_SourceLocation, meta=(AllowPrivateAccess=true))
FVector_NetQuantize SourceLocation;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_TargetLocation, meta=(AllowPrivateAccess=true))
FVector_NetQuantize TargetLocation;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
USceneComponent* DelaySource;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
USceneComponent* DelayTarget;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UParticleSystemComponent* BeamEffect;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UAudioComponent* ZappSound;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<TSubclassOf<UStatusEffect>> StatusEffectsToApply;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float MaxLitTime;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float MinLitTime;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float MaxUnlitTime;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float MinUnlitTime;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool ShouldFlicker;
private:
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_Flag, meta=(AllowPrivateAccess=true))
bool IsLit;
public:
AElectroBeam();
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
UFUNCTION(BlueprintCallable)
void SetTarget(USceneComponent* TargetPoint);
UFUNCTION(BlueprintCallable)
void SetSource(USceneComponent* SourcePoint);
UFUNCTION(BlueprintCallable)
void SetParents(AActor* firstParent, AActor* secondParent);
UFUNCTION(BlueprintCallable)
void RecalculateBeam();
UFUNCTION(BlueprintCallable)
void OnRep_TargetLocation();
UFUNCTION(BlueprintCallable)
void OnRep_SourceLocation();
private:
UFUNCTION(BlueprintCallable)
void OnRep_Flag();
public:
UFUNCTION(BlueprintCallable)
void OnParentDeath(UHealthComponentBase* HealthComponent);
UFUNCTION(BlueprintCallable)
UParticleSystemComponent* GetParticleEffect();
UFUNCTION(BlueprintCallable)
UCapsuleComponent* GetCollider();
UFUNCTION(BlueprintCallable)
UAudioComponent* GetAudio();
UFUNCTION(BlueprintCallable)
void DelayedSetTarget(USceneComponent* TargetPoint);
UFUNCTION(BlueprintCallable)
void DelayedSetSource(USceneComponent* SourcePoint);
UFUNCTION(BlueprintCallable)
void DeactivateCollisionAndEffect();
};